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    posted a message on [Contest] Creature

    @progammer: Go

    Haha... Maybe if I figure out how to do that, yeah.

    Posted in: Project Workplace
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    posted a message on [Contest] Creature

    Anakin's Racer

    With the imminent Protoss Pod Races, the newest competitor on the block, Anakin the Zealot, takes some time to show you his cool new ride.

    Embed Removed: https://www.youtube.com/v/ofkkRb3vpH4?fs=1

    As usual, since I use a free screen capture program, the audio is slightly out of sync. For the full-blown experience download the map and run it yourself!

    Posted in: Project Workplace
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    posted a message on [Contest] Creature

    I was going to spend some time finishing off my creature today but because of the new patch (and the EU servers being down) I couldn't log on into the editor. :(

    Posted in: Project Workplace
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    posted a message on Beam Problem

    Hi all,

    I'm currently finishing off my "Creature" for the creature contest at the moment. Unfortunately, I've a problem that, even though it isn't necessarily critical, my creature doesn't look aesthetically pleasing.

    Anyway, I wanted a rope-type beam and at the moment, the closest model I've found that matches what I'm looking for is the InfestorSiphonAttack model. Now the problem I'm having is that the model seems to have some sort of inertia so that when the creature turns/moves, the model seems to hang back. Is there any way, I can disable this inertia without disabling animations?

    I'd appreciate any help you can give,
    Klishu

    Posted in: Miscellaneous Development
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    posted a message on Create Bunker with Marines inside

    I'm not sure about this, but can't you Create Cargo Units for the bunker?

    Posted in: Miscellaneous Development
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    posted a message on Damage to Unit - Triggers?

    You can use the Set Unit Property action to increment the Kills property of whoever killed the unit.

    Posted in: Miscellaneous Development
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    posted a message on Damage to Unit - Triggers?

    I think the Set Unit Property action should do the trick.

    Posted in: Miscellaneous Development
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    posted a message on Cargo Units don't attack

    You need to wait until the units have been unloaded before issuing the order. There's an event that triggers when a unit is unloaded. Maybe that can help? Or you could just wait a few seconds before issuing the attack order.

    Posted in: Miscellaneous Development
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    posted a message on What's the deal with Unit Groups?

    What you need to do is set the Event to "Probe enters a distance of 5.0 from Any Unit" and then make a condition to check whether it was indeed Unit 1 From NormalAttack.

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Unit Spells
    Quote from vjeux: Go

    Quote from Klishu: Go

    The Holy Hand Grenade of Antioch

    Excellent! Best ability of Worms is getting back in SC2 :)

    Oh yes! I used to like to start a custom game against the AI and give myself infinite ammo of Holy Grenades. :P

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    The Holy Hand Grenade of Antioch

    A technological breakthrough for the Terran forces, this grenade packs a glorious punch which sends the enemy straight to heaven. :)

    This ability was entirely implemented using the Data Editor.

    Embed Removed: https://www.youtube.com/v/CYmHsoX6fvQ?fs=1

    NOTICE: I'm using a free screen capture program. Unfortunately, audio is out of sync but you get the general idea. If you want the full blown experience, download the map showcasing the ability and give it a go!

    P.S.: By the way, how about some more research into how movers work? I was just bashing in numbers randomly until the projectile was moved in an acceptable Parabola fashion.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    The Plague

    After years fighting the Zerg, the Terran forces have finally developed the ultimate weapon that will rid the Universe of the Zerg, once and for all. They have called it the Plague.

    The Plague kills of its victim in a matter of seconds and then spreads to nearby biological units.

    Download the map to test the destructive force of The Plague youself. The ability was entirely implemented using the Data Editor (the creation of Zerg units and panning the camera was obviously done using the Trigger editor)!

    Embed Removed: https://www.youtube.com/v/9mFPJoVZ4Ns?fs=1

    Sorry the audio being out of synch.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    I like this contest because it starts to place authors in the mindset that you should use the Data Editor when possible. I noticed that things that happen through the Data Editor (such as Actor Events) are subjected to less latency. For some reason, there's a tendency for a budding map author to master the trigger editor and consider the Data Editor as an extremely advanced tool and, if we manage to get rid of this opinion, we will see an increase in the quality of maps and maps lagging less.

    Anyway, I've got some juicy abilities coming up soon.

    Posted in: Project Workplace
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    posted a message on [Contest] Unit Spells

    Now... what would make an awesome ability?

    Posted in: Project Workplace
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    posted a message on Ability effects

    I'm assuming you have an Overload behavior. Create an Actor of the "Model" type. Set the Model fields to whatever model you've chosen. Now go to the Events field and double-click it.

    Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior (assuming its called "Overload"?) and the Sub Name to "On". Go to the action and set it to "Create".

    To finish it off, Right click under the events and click on "Add Event". Set the "Msg Type" to "Behavior". Set the Source Name to your behavior and the Sub Name to "Off". Go to the action and set it to "Destroy".

    Edit: Etravex's solution probably works better.

    Posted in: Miscellaneous Development
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